Thursday 26 March 2015

Spring Submission - Blackbird: 2D Retro Space Shooter

For our group project, I was in charge of designing the enemies and any potential bosses. I tried to create a mixture of organic and mechanical inspired designs, with a wide variety of shapes and colours. I also decided that the basic enemies would have either red or blue glowing parts and the bosses would have purple.







16Bit Sprites


I also came up with a concept for the bosses, that they would have a primary stage that would shatter, revealing the 2nd form underneath. Unfortunately we weren't able to implement any boss battles, so this concept was unused.

Boss Transformation Sequence

Another unused concept was the Rival; A ship that would appear at random intervals and would get progressively stronger. Like the boss battle, time prevented us from implementing this.

Unused Rival Ship



As for the coding, I was able to insert animated sprites of explosions into the enemies scripts. 

Sprite Sheet for a Blue Explosion

Winter Submission - Re-Submitted

Devoid One-Sheet


The environments need to be cramped and claustrophobic, with the jagged and frayed edges jutting at the player threateningly. Any open areas need to show of the enormous towers that seem to be looking down at the player.

Environment Design
Escape Pod 3D Model

Since the player has crashed at this location, they would need an escape pod. The pod is designed with 3 individual boosters so it could steer past any debris.

Potential Weapon Designs
Map of the Level

This level is designed so that the players will have to explore the area and backtrack to find the solution to the exit. There are also solutions to the puzzles hidden around the level in the form of text items.

Room A: Crash Site - Where the player starts next to the ruins of their escape pod.
Room B: Atmosphere Control Room - A room that has equipment that shows the player that the station is damaged.
Room C: Storage Room - A room filled with crates and containers, several of which are breakable.
Room D: Ruined Dining Room - The room containing the exit to the area that must be triggered by throwing an item at the door lock.

Room E: Living Quarters - Ruined habitation rooms containing a dispenser for throw able items.

Storyboard

Visual Design Assignment: 3D Human Character Modelling


Feet to the knees
Waist down
Body + Legs
Body + all limbs

Body, Limbs + Head
Hands, fingers and facial features added
Smoothed down model
UV Sheet



Final Model
While I overall satisfied with my finished model, I feel like a could have improved both the overall shape of the head and how the face texture sits on it.

Life Drawing

Using colour in place of shadows and highlights (10 Min)




Red lines and black shading/Mixed colour build up (15 Min)


5 Min drawings

1 Min drawings

10 Min drawings

10 Min drawings

5 Min drawings

3 Min drawings

5 Min continuous line drawing
10 Min continuous line drawing

3 Min drawings

1 Min drawing

5 Min charcoal and chalk drawing

5 Min charcoal and chalk drawing

10 Min reverse drawing

5 Min continuous line

1 Min Drawing

5 Min left-handed drawing

10 Min drawing

3 Min drawings

5 Min drawing

Classwork 6: Frog Character

This assignment required us to design an anthropamorphic frog character.


When designing this character, I was trying to find a role for which a frog character could fit. Since, there a frogs that are native to tropical jungles, I decided to combine a frog with one of the most famous jungle hunters; The Predator.

Predator Frog

Assignment 9: Steampunk Character

Assignment 9: Steampunk Character


For this assignment we had to design a character or a piece of technology that adhered to the ascetics of Steampunk.

Steampunk Reference

Victorian Design Reference

Based on these images, Steampunk incorporates the shapes and proportions of technology in the Victorian Period but evolved to accommodate more modern ideas such as autonomy, artificial limbs and powered flight. The style also favours a more flashy, less practical design, often featuring exposed gears and wiring to give the impression of early prototypes to modern designs. Steampunk also uses primarily earthy colours contrasted with golden and brass edges.

Practice Sketches


Guidelines
Lineart

My final design is a very large exo-suit, that features both heavy armour inspired by medieval knights but also shows the exposed workings and the parts that connect to the pilot.

Colours


For the colours on the battle suit, I decided to use deep browns to complement the gold edges and to separate the armour from the metallic internal workings. The blue cloth on the waist, also contrasts with the red of the pilots cloak and the gold of the fabrics trim.

Finished Version